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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48653 times)

Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #45 on: April 12, 2012, 03:12:24 am »

Dounuts: How did you count your unit cost? I get it to be a looot more than you.

Spoiler: Swiftfoot agents (click to show/hide)

Spoiler: Hardfoot (click to show/hide)

Yeah, I got no life. :D
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #46 on: April 12, 2012, 05:57:54 am »

Sorry about that, forgot the way of counting stats

EDIT: That, and my calculator sucks.
« Last Edit: April 12, 2012, 05:59:55 am by Donuts »
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kingfisher1112

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #47 on: April 12, 2012, 06:50:35 am »

-Name 450th Stalking Pumas
-Name PC Franz Herdinand
-Funds: 10.000
-Base:?
   -Resources stored:
- Fuel stored:
-Hero unit:
Spoiler (click to show/hide)

-Merc compangy units
[spoilerhere]
Price:
Amount of squads:
Soldiers per squad:
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
Description:
[End of spoiler]
[spoilerhere]
Price:
Amount of squads:
Soldiers/vehicles per squad.
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
Description:
[End of spoiler]
Special structures:
[spoilerhere]
-Price:
-Minerals required:
-Health:
-Armor:
-Range:
-Damage:
-Size:
-Abilities:(Examples: Combat deployable
(=Not base only), specialist structure(Can
train units), Moveable, ...
[end of spoiler]
[spoilerhere]
-Price:
-Minerals required:
-Health:
-Armor:
-Range:
-Damage:
-Size:
-Abilities:(Examples: Combat deployable
(=Not base only), specialist structure(Can
train units), Moveable, ...
[end of spoiler]
Governement support units:
One of these:
Spoiler (click to show/hide)
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Quote
I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #48 on: April 12, 2012, 06:52:32 am »

-Name 450th Stalking Pumas
-Name PC Franz Herdinand
-Funds: 10.000
-Base:?
   -Resources stored:
- Fuel stored:
-Hero unit:
Spoiler (click to show/hide)

-Merc compangy units
[spoilerhere]
Price:
Amount of squads:
Soldiers per squad:
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
Description:
[End of spoiler]
[spoilerhere]
Price:
Amount of squads:
Soldiers/vehicles per squad.
Health:
Armor:
Speed:
Range:
Damage:
Abilities:
-
Description:
[End of spoiler]
Special structures:
[spoilerhere]
-Price:
-Minerals required:
-Health:
-Armor:
-Range:
-Damage:
-Size:
-Abilities:(Examples: Combat deployable
(=Not base only), specialist structure(Can
train units), Moveable, ...
[end of spoiler]
[spoilerhere]
-Price:
-Minerals required:
-Health:
-Armor:
-Range:
-Damage:
-Size:
-Abilities:(Examples: Combat deployable
(=Not base only), specialist structure(Can
train units), Moveable, ...
[end of spoiler]
Governement support units:
One of these:
Spoiler (click to show/hide)

Your tank seems to be a bit weak in terms of damage and range....
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #49 on: April 12, 2012, 12:40:57 pm »

Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 10.000
Base: Abandoned Mine (Waiting for that thing :3) You will get that one quite soon, possibly tomorrow, when I start the turns and such. Is it good if it's completly underground ?
   -Resources stored: 100/100
   -Fuel stored: 50/50
-Hero unit:
Spoiler:  "Quick" John (click to show/hide)

-Merc company units
Spoiler:  Swiftfoot Agents (click to show/hide)

Spoiler:  Hardfoot Agents (click to show/hide)

Special structures:
Spoiler:  Mining Shaft (click to show/hide)

Spoiler:  Electro-Fence (click to show/hide)
Governement support units:


Oh, and if i can, i would like a custom "Paradrop Plane" :3 Maybe later but not yet. While paradropping can be usefull, getting your units out will be harder.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #50 on: April 12, 2012, 12:56:11 pm »

Are we ready to go?
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #51 on: April 12, 2012, 01:00:28 pm »

Pretty much, just need the signal from the GM, but im going to bed nao, maybe stall it? Dont wanna miss it
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #52 on: April 12, 2012, 02:26:16 pm »

Yeah, I just need to draw up the base. The missions are already.  Done


They are all 2 player missions:a rescue one, a perimeter repair one and a extermination mission
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #53 on: April 12, 2012, 02:30:19 pm »

Awesome!
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #54 on: April 12, 2012, 02:33:56 pm »

The game won't start till tomorrow though.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #55 on: April 12, 2012, 11:14:06 pm »

Yay!

EDIT: Oh, and with resources, i was thinking like funds, but minerals are ok too ^^
EDIT2: So, about 12 hours from now or so? (6 AM here)
« Last Edit: April 12, 2012, 11:16:50 pm by Donuts »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #56 on: April 13, 2012, 12:00:21 am »

Yay!

EDIT: Oh, and with resources, i was thinking like funds, but minerals are ok too ^^
EDIT2: So, about 12 hours from now or so? (6 AM here)
Yeah, probably something like that.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(5/6)
« Reply #57 on: April 13, 2012, 05:02:21 am »

I added another ability to my leader if that is okay. And nerfed him a bit regarding his combat capabilities. I dont want him to be a real fighter.

Also changed the name of my helicopters, for roleplayfluff.
« Last Edit: April 13, 2012, 11:43:56 am by Evil Marahadja »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #58 on: April 13, 2012, 12:16:54 pm »

Turn One

Spoiler: Campaign map (click to show/hide)
The general opens up a map of the current situation. Look, we 're in a bit  of a problem here, The mountain defenses have been overrun, and the cities aren't even close to being evacuated. The Anglenburg city perimeter has been breached, how we're not yet sure, and the engineer teams that where send were ambushed by the Zeds, and are pinned down near the wall. The Satelite cam zooms in on the battlefield. You can also see that several citizens didn't make it out in time, and are awaiting rescue.
Spoiler (click to show/hide)

Some of the zombies already got into the city. It's your task to eleminate them with a minimum of civilian casualties.
Spoiler (click to show/hide)
Also, one of the mining camps couldn't be evacuated in time, the civilians there have holed up in the main storage building, and are awaiting rescue. However , you do need to be quick, as the main horde will overrun their position quite soon.
Spoiler (click to show/hide)


And last but not least, the Plantetary institute for Infected Observation and Research would like me to hand you these cameras. This will allow them to observe the zombies while they fight them, giving them more research material and removing the nessecity for dedicated research expeditions. They also told me that they couldn't do much while the computer analyses the data, and are quite willing to do any requested research in the maintime. So, that's it I think. Good luck to you, You'll need it.

The mercenaries depart from the meeting and head for their respective bases. 

Adwarf ( The black ravens)
Spoiler (click to show/hide)

You move towards the old smugglers base. You see it's potential, but however the fact that you will need to excavate rock will increase the building time, or the cost if you're willing to hire digging equipment. (Building times are twice as long, or cost 200*size extra)

Possible buildings:
Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Ghazkull

Spoiler (click to show/hide)

This cargo job will do the job nicely. While it is quite far from the frontlines, it is more often visited by supply flights and already has basic storage infrastructure.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Doom blade: The green men:
Spoiler (click to show/hide)

This civilian airport will do fine for you. While relatively close to the front, it is far away enough for comfort and it's location makes it easily accesible.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Evil Mahardja, The Spetnaz guards.

Spoiler (click to show/hide)
The old military base looks good. The perimeter and watchtowers are fine, although the turrets that used to defend them are dismanteld.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Perimeter upgrade (click to show/hide)
Spoiler: Watchtower (click to show/hide)
Spoiler: Barracks (click to show/hide)

Hephaestus Automated Security
Spoiler (click to show/hide)
You install yourself in this abandonned harbour base.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)
Spoiler: Wharf (click to show/hide)

Donut

Swift ops.
Spoiler (click to show/hide)

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)


-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 10900-11.100
-Base Smuggler's Nest
   -Resources stored:100/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 100
-Base: Cargo Airport
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:



Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:

Spoiler:  APC (click to show/hide)
-Name: The Green Men
-Leader Name: Nieren
-Funds: 300
-Base: Civilian Airport
   -Resources stored:100/100
   -Fuel stored:50/50
-Hero unit:

Spoiler: Nieren (click to show/hide)

-Merc company units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler (click to show/hide)

Governement support units:


The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 2.000
-Base: Military airport
   -Resources stored: 100
    Fuel stored: 50


”Papa Bear” Vladimir Baikov

The Spetsnaz Guards


Spoiler: Ironclaw (click to show/hide)

Spoiler:  Red Fang (click to show/hide)


Special structures
 
Spoiler:  Advanced Barracks (click to show/hide)

Governement support units:

[/quote]
-Name: Hephaestus Automated Security
-Name PC: AI Command unit C1043-S ‘Arbiter’ (I see what you did there. :D)
-Color: Orange
-Funds: 400
-Base:  Seaside Airport
   -Resources stored: 100/100
   -     Fuel stored: 50/50

-Hero unit:

- Merc units



Special structures:



Governement support units:
Spoiler:  Verticopter (click to show/hide)

Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 2.800
Base: Abandoned Mine (Waiting for that thing :3) You will get that one quite soon, possibly tomorrow, when I start the turns and such. Is it good if it's completly underground ?
   -Resources stored: 100/100
   -Fuel stored: 50/50
-Hero unit:
Spoiler:  "Quick" John (click to show/hide)

-Merc company units
Spoiler:  Swiftfoot Agents (click to show/hide)

Spoiler:  Hardfoot Agents (click to show/hide)

Special structures:
Spoiler:  Mining Shaft (click to show/hide)

Spoiler:  Electro-Fence (click to show/hide)
Governement support units:


« Last Edit: April 14, 2012, 03:00:54 am by 10ebbor10 »
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #59 on: April 13, 2012, 12:34:45 pm »

A few questions before I am able to create my turn:

1. Do we start with any research points?

2. Do we have to account for food when we have survivors in our base?

3. Do I have to build the normal barracks before the advanced one?

4. How decent is my perimiter at the moment?

5. What bonuses does the watchtowers give if I put troops there?

6. Whats the cost for replacing turrets?
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